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Frost Rotom Set

Blizzard is for STAB Ice and gets a boost to a slightly better 80% accuracy. Thunder gets this same boost as well but Thunderbolt is the safer option and Discharge is if you want to paralyze your opponent. Will O Wisp goes up to 85% acc. and cripples physical sweepers while Toxic goes up to 100% acc. and will put the timer on for many pokemon. Hex is there to abuse the foe's status problems provided you set up.

Blizzard is for STAB Ice and gets a boost to a slightly better 80% accuracy. Thunder gets this same boost as well but Thunderbolt is the safer option and Discharge is if you want to paralyze your opponent. Will O Wisp goes up to 85% acc. and cripples physical sweepers while Toxic goes up to 100% acc. and will put the timer on for many pokemon. Hex is there to abuse the foe's status problems provided you set up.

Hex is literally useless. You're only hitting at 100 BP even if the opponent is statused, because you don't get STAB on it, and you're hitting everything except for like, Lanturn or something harder with a set of Blizzard/Tbolt/HPIce/Filler. And Rotom-W pulls that off better, seeing as Blizzard is way less reliable than Hydro Pump.

Hex is literally useless. You're only hitting at 100 BP even if the opponent is statused, because you don't get STAB on it, and you're hitting everything except for like, Lanturn or something harder with a set of Blizzard/Tbolt/HPIce/Filler. And Rotom-W pulls that off better, seeing as Blizzard is way less reliable than Hydro Pump.

I agree about hex, but in the hail, Blizzard never misses. Then it can Blizzard/Thunderbolt.

thunder and blizzard for stab and a more powerful bolt beam.
hex and toxic to do 100 base power and maybe force a switch

Without a Rain Team, use Thunderbolt instead. Even then, Wash Rotom is better for it.

Blizzard really doesn't miss for me, but it's still not perfect accuracy.

Hex + Toxic isn't that great here either. Toxic is usable, yes, but just to set up Hex isn't smart. Even if it is base 100 power, it takes up two turns, whereas with Shadow Ball, you can hit with base 160 by that time, with the turns put together. Yes, Toxic is an annoying status affliction, but Thunder Wave helps with Rotom-As because of their low speed. Besides, that status can also maybe force a switch.

Yeah.. it's kinda a stretch. A bulky Frost Rotom.
A Zoom Lens will boost the accuracy of Blizzard / Thunder to 84 (If you go last.), which is about the same accuracy of Toxic and Fire Blast, which hit often sometimes anyway. HP Fire is mainly just filler, but I can't think of any other HP types that would benefit more. The last move is just filler as well. Volt Switch switches you out, Pain Split heals you a bit, Will-O-Wisp cripples physical hitters, and Toxic is for stalling out Pokemon like Blissey.

Yeah.. it's kinda a stretch. A bulky Frost Rotom.
A Zoom Lens will boost the accuracy of Blizzard / Thunder to 84 (If you go last.), which is about the same accuracy of Toxic and Fire Blast, which hit often sometimes anyway. HP Fire is mainly just filler, but I can't think of any other HP types that would benefit more. The last move is just filler as well. Volt Switch switches you out, Pain Split heals you a bit, Will-O-Wisp cripples physical hitters, and Toxic is for stalling out Pokemon like Blissey.

HP Water can be used against Rock and Fire Types that are super-effective against Ice. It's another choice.

It looks like every set features STAB exclusive move, HP, Thunder/bolt, and filler.

That's because that's why rotom is so good. But not every set runs that, look at the SubCharge set, or the ring target set.

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For heat, mow, and frost rotom, HP secondary STAB is noteworthy due to better accuracy/no recoil.

Just saying that's an option.

True, but there are so many other good choices with Hidden Power. Like [Ice] for Mow / Heat Rotom to hit those pesky Dragons who love switching into their STABs. Besides, Rotom-H and Rotom-C are normally hit-and-run attackers. As for Rotom-F... it wasn't called a hail team staple for NOTHING, you know.

Basically you'll be using non-appliance Rotom for annoyance. Trick away an opponent's key item while giving them something nasty. For Moves and Items, Toxic with Flame Orb and Will-o-Wisp with Toxic Orb.

Hex VS Shadow Ball Debate
Yes, you could get 160 Base Power with 2 uses of Shadow Ball, but you could also run into a Normal Type on a Switch or get a Me First-Shadow Ball in the face without a Status on yourself. Taking a Base 50 Hex or a Base 80 Shadow Ball from Me First? I'll take the former, thank you very much. That's part of why Hex is so popular on Rotom.

However, Synchronize Ability screws you over with your own Status Effect usage, Pressure limits Hex to 5 uses, and Shadow Ball is more reliable on Power and PP within 2 Turns, with or without Status Effects. Shadow Ball is that much more useful because of that.

Over time, Hex goes to 200 over 3 uses and 300 over 4 uses. Shadow Ball gets 240 after 3 uses and 320 over 4 uses. By those numbers, you'll need to use Hex 6 times to get more Power-Over-Time than Shadow Ball. It doesn't account for Accumulated, Trap, Burn, or Poison Damage, but it still shows Hex's "Acceleration VS Speed" in Damage terms.

On the Hex side of things, Double and Triple Battles allow you to get a Base 100 Hex with a single turn. That and Levitate give Rotom quite a standing in Doubles/Triples. Shadow Ball can stay with Sweepers there.

Basically you'll be using non-appliance Rotom for annoyance. Trick away an opponent's key item while giving them something nasty. For Moves and Items, Toxic with Flame Orb and Will-o-Wisp with Toxic Orb.

Hex VS Shadow Ball Debate
Yes, you could get 160 Base Power with 2 uses of Shadow Ball, but you could also run into a Normal Type on a Switch or get a Me First-Shadow Ball in the face without a Status on yourself. Taking a Base 50 Hex or a Base 80 Shadow Ball from Me First? I'll take the former, thank you very much. That's part of why Hex is so popular on Rotom.

However, Synchronize Ability screws you over with your own Status Effect usage, Pressure limits Hex to 5 uses, and Shadow Ball is more reliable on Power and PP within 2 Turns, with or without Status Effects. Shadow Ball is that much more useful because of that.

Over time, Hex goes to 200 over 3 uses and 300 over 4 uses. Shadow Ball gets 240 after 3 uses and 320 over 4 uses. By those numbers, you'll need to use Hex 6 times to get more Power-Over-Time than Shadow Ball. It doesn't account for Accumulated, Trap, Burn, or Poison Damage, but it still shows Hex's "Acceleration VS Speed" in Damage terms.

On the Hex side of things, Double and Triple Battles allow you to get a Base 100 Hex with a single turn. That and Levitate give Rotom quite a standing in Doubles/Triples. Shadow Ball can stay with Sweepers there.

Hmm... Me First? That's almost never used in competitive battles. And besides, Rotom-A does a great job of spreading paralysis, so Hex could still work.

Other than that, I'm sure I'll see Shadow Ball on sweeper sets and Hex on status spreader sets.

The trick is to cripple a pokemon that would otherwise but a dent in your team. You could stick with maximum speed to spread it quickly, or maximum defense to take some hits and cripple more pokemon. Thunderwave minimizes the enemy's speed, so I'd stick with defense, though speed is still an option. Will-o-Wisp will split the enemy's attack in half, which a Chansy or some other special wall would love. Toxic does more damage every turn, but seeing as most stallers have it already, confuse ray could work for some parafusion. Pain split will help it recover from damage taken before. Volt Change is to do damage while swapping at at the same time.

This set is great fun to use. Typically you want to lead off with T-Wave, then use Confuse Ray, as dropping their speed with Paralysis will almost always allow you to get off Confuse Ray before they can attack again. Air Slash is for Parafusion Flinching, obviously. Hex is an interesting option for hitting opponents hard after you've statused them. Discharge has note for being alterior STAB, and for the ability to paralyze Magic Bounce/Coat users. Volt Switch can be used if you want to take advantage of your target's addled status to have something scary stat up on them, or just to scout. Pain Split is recovery, duh.

The other is this one which incorporates a strategy that once surprised me in Random Matchup.

Overheat deals massive damage, yet lowers your SpAtk by two stages. You can rectify this by switching out with Volt Switch. Those two moves are the Crux of the set. T-Bolt is for when you want to go on the offensive with electric, as it's a huge 25pwr stronger than Volt Switch, doesn't force you to switch, and is more reliable than Overheat. The last move... Well, HP Ice gives you stupidly good coverage, nabbing dragons and Rocky Grounds that would otherwise laugh in your face. Will-o-Wisp and T-Wave have surprisingly good value, as you could cripple a pokemon your opponent brought in after Overheat, hoping to be able to set up or some such as they take a weak -2 Volt Switch. Pain Split is recovery, if you want it.

The second one could also be used on Mow forme, with Leaf Storm instead of Overheat.

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Might be able to pull it off. I chose Mow Rotom for no reason except he has the psychotic look on his face, so you could do this with Wash Rotom or Heat Rotom probably equally or better. Now, to the set; Lefties heal, Bold raises Defence, EVs for defences, Reflect and Light Screen for Defending, Leaf Storm and Volt Switch for Offence and getaway. Just whatever now.

Hmm... Me First? That's almost never used in competitive battles. And besides, Rotom-A does a great job of spreading paralysis, so Hex could still work.

Other than that, I'm sure I'll see Shadow Ball on sweeper sets and Hex on status spreader sets.

Very true about Me First, but it does have a few users behind it (like Mienshao or Xatu) that can cause an upset (or two) due to Speed and a usable Sp.Atk. Can be very hectic for Ghost Types if you aren't careful and/or your opponent is unorthodox to the point of confusion on your part.

I agree with the Rotom-A statement, but I wanted to do something with more status support than offense and still have both STABs. Plus, you still have to deal with Limber Pokemon (like Hitmonlee) and fast(-ish) Ground Types (like Mold Breaker Excadrill) without the aid of Electric Moves' Paralysis.

Very true about Me First, but it does have a few users behind it (like Mienshao or Xatu) that can cause an upset (or two) due to Speed and a usable Sp.Atk. Can be very hectic for Ghost Types if you aren't careful and/or your opponent is unorthodox to the point of confusion on your part.

I agree with the Rotom-A statement, but I wanted to do something with more status support than offense and still have both STABs. Plus, you still have to deal with Limber Pokemon (like Hitmonlee) and fast(-ish) Ground Types (like Mold Breaker Excadrill) without the aid of Electric Moves' Paralysis.

Whoops, I forgot to say that Rotom-A is also very good at spreading burns. So a set of Discharge / Will-o' wisp / Filler / Filler with Modest with 252 SAtk / 168 Def / 88 SDef could try to play as a tank... to an extent.

Might be able to pull it off. I chose Mow Rotom for no reason except he has the psychotic look on his face, so you could do this with Wash Rotom or Heat Rotom probably equally or better. Now, to the set; Lefties heal, Bold raises Defence, EVs for defences, Reflect and Light Screen for Defending, Leaf Storm and Volt Switch for Offence and getaway. Just whatever now.

I'm sure that when it comes to dual screening, there is no Rotom-A form that is better than Rotom-W when it all comes down to dual screening. With only one weakness to Grass (2x compared to Swampert's 4x weakness to Grass) that's easily to play around with by slapping Choice Band Scizor on your team. And besides; Magnezone may have more resistances, but Rotom-W has a Ground immunity and a lone weakness to Grass, it has it's perks over other Rotom-A and Magnezone.

Even with HP [ice], Rotom-W can't do much to Haxorus as he outspeeds it to earthquake it to a OHKO, thanks to his Mold Breaker. The same applies to Rotom-H. Oh and I think Jolteon can also counter Rotom-W, especially those with Rain Dance since it can Thunder for a 2HKO. He is also immune to Electric so it can't just Volt Switch. Just watch out for Hydro Pump. Another one for Rotom-H, Lanturn. He can faint it through surfs and resists everything except ghost and HP.

Basically, the counter for the rotoms is to resist it's STABS and hit back hard.

Thunder Wave to cripple opponents and lower it's speed.Electro Ball to hit for increased power since your lowering the opponents speed with Thunder Wave. Hex to hit for 150 base power counting STAB after you paralyzed your opponent.
I put HP [Grass] to hit ground types and Lanturn since they are immune to Thunder Wave, but feel free to put HP [Ice] instead.

Last edited by JolteonisUber; 18th June 2011 at 5:42 AM.
Reason: Missed something.